package com.gitee.drinkjava2.frog;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.text.NumberFormat;
import java.util.ArrayList;
import java.util.List;

import javax.swing.JPanel;

import com.gitee.drinkjava2.frog.egg.Egg;
import com.gitee.drinkjava2.frog.egg.EggTool;
import com.gitee.drinkjava2.frog.objects.EnvObject;
import com.gitee.drinkjava2.frog.objects.Material;
import com.gitee.drinkjava2.frog.util.RandomUtils;

/**
 * Env is the living space of frog. draw it on JPanel
 * 
 * @author Yong Zhu
 * @since 1.0
 */
@SuppressWarnings("all")
public class Env extends JPanel {
    /** Speed of test */
    public static int SHOW_SPEED = 1; // 测试速度，-1000~1000,可调, 数值越小，速度越慢

    /** Delete eggs at beginning of each run */
    public static final boolean DELETE_EGGS = true;// 每次运行是否先删除保存的蛋

    public static final int EGG_QTY = 5; // 每轮下n个蛋，可调，只有最优秀的前n个青蛙们才允许下蛋

    public static final int FROG_PER_EGG = 5; // 每个蛋可以孵出几个青蛙

    public static final int SCREEN = 1; // 分几屏测完

    public static final int FROG_PER_SCREEN = EGG_QTY * FROG_PER_EGG / SCREEN; // 每屏上显示几个青蛙，这个数值由上面三个参数计算得来

    /** Frog's brain size is a 3D array of Cell */ // 脑空间是个三维Cell数组，为节约内存，仅在用到数组元素时才去初始化这维，按需分配内存
    public static final int FROG_BRAIN_XSIZE = 20; // frog的脑在X方向长度
    public static final int FROG_BRAIN_YSIZE = 20; // frog的脑在Y方向长度
    public static final int FROG_BRAIN_ZSIZE = 20; // frog的脑在Z方向长度

    /** SHOW first frog's brain structure */
    public static boolean SHOW_FIRST_FROG_BRAIN = true; // 是否显示脑图在Env区的右侧

    /** Draw first frog's brain after some steps */
    public static int DRAW_BRAIN_AFTER_STEPS = 1; // 以此值为间隔动态画出脑图，设为0则关闭这个动态脑图功能，只显示一个静态、不闪烁的脑图

    /** Environment x width, unit: pixels */
    public static final int ENV_WIDTH = 400; // 虚拟环境的宽度, 可调

    /** Environment y height, unit: pixels */
    public static final int ENV_HEIGHT = ENV_WIDTH; // 虚拟环境高度, 可调，通常取正方形

    /** Frog's brain display width on screen, not important */
    public static final int FROG_BRAIN_DISP_WIDTH = 600; // Frog的脑图在屏幕上的显示大小,可调

    /** Steps of one test round */
    public static final int STEPS_PER_ROUND = 200;// 每轮测试步数,可调
    public static int step;// 当前测试步数

    public static final int FOOD_QTY = 100; // 食物数量, 可调

    // 以下是程序内部变量，不要手工修改它们
    public static boolean pause = false; // 暂停按钮按下将暂停测试

    public static byte[][] bricks = new byte[ENV_WIDTH][ENV_HEIGHT];// 组成环境的材料，见Material.java

    public static List<Frog> frogs = new ArrayList<>(); // 这里存放所有待测的青蛙，可能分几次测完，由FROG_PER_SCREEN大小来决定

    public static List<Egg> eggs = new ArrayList<>(); // 这里存放新建或从磁盘载入上轮下的蛋，每个蛋可能生成几个青蛙，

    public static EnvObject[] things = new EnvObject[]{};// 所有外界物体，如食物、字母测试工具都放在这个things里面

    static {
        System.out.println("脑图快捷键： T:顶视  F：前视  L:左视  R:右视  X:斜视  方向键：剖视  空格:暂停  鼠标：缩放旋转平移");
        if (DELETE_EGGS) {
            System.out.println("唵缚悉波罗摩尼莎诃!"); // 杀生前先打印往生咒，见码云issue#IW4H8
            EggTool.deleteEggs();
        }

    }

    public Env() {
        super();
        this.setLayout(null);// 空布局
        this.setBounds(1, 1, ENV_WIDTH, ENV_HEIGHT);
    }

    public static boolean insideEnv(int x, int y) {// 如果指定点在边界内
        return !(x < 0 || y < 0 || x >= ENV_WIDTH || y >= ENV_HEIGHT);
    }

    public static boolean outsideEnv(int x, int y) {// 如果指定点超出边界
        return x < 0 || y < 0 || x >= ENV_WIDTH || y >= ENV_HEIGHT;
    }

    public static boolean closeToEdge(Frog f) {// 青蛙靠近边界? 离死不远了
        return f.x < 20 || f.y < 20 || f.x > (Env.ENV_WIDTH - 20) || f.y > (Env.ENV_HEIGHT - 20);
    }

    public static boolean foundAnyThing(int x, int y) {// 如果指定点看到任意东西或超出边界
        return x < 0 || y < 0 || x >= ENV_WIDTH || y >= ENV_HEIGHT || Env.bricks[x][y] >= Material.VISIBLE;
    }

    public static boolean foundAndAteFood(int x, int y) {// 如果x,y有食物，将其清0，返回true
        if (insideEnv(x, y) && Env.bricks[x][y] == Material.FOOD) {
            bricks[x][y] = 0;
            return true;
        }
        return false;
    }

    private void rebuildFrogs() {
        frogs.clear();
        for (int i = 0; i < eggs.size(); i++) {// 创建青蛙，每个蛋生成n个蛙，并随机取一个别的蛋作为精子
            int loop = FROG_PER_EGG;
            if (eggs.size() > 20) { // 如果数量多，进行一些优化，让排名靠前的Egg多孵出青蛙
                if (i < FROG_PER_EGG)// 0,1,2,3
                    loop = FROG_PER_EGG + 1;
                if (i >= (eggs.size() - FROG_PER_EGG))
                    loop = FROG_PER_EGG - 1;
            }
            for (int j = 0; j < loop; j++) {
                Egg zygote = new Egg(eggs.get(i), eggs.get(RandomUtils.nextInt(eggs.size())));
                frogs.add(new Frog(RandomUtils.nextInt(ENV_WIDTH), RandomUtils.nextInt(ENV_HEIGHT), zygote));
            }
        }
    }

    private void drawWorld(Graphics g) {
        byte brick;
        for (int x = 0; x < ENV_WIDTH; x++)
            for (int y = 0; y < ENV_HEIGHT; y++) {
                brick = bricks[x][y];
                if (brick != 0) {
                    g.setColor(Material.color(brick));
                    if (brick == Material.FOOD)
                        g.fillRoundRect(x, y, 4, 4, 2, 2); // show food bigger
                    else
                        g.drawLine(x, y, x, y); // only 1 point
                }
            }
        g.setColor(Color.BLACK);
    }

    static final NumberFormat format100 = NumberFormat.getPercentInstance();
    static {
        format100.setMaximumFractionDigits(2);
    }

    private static int foodFoundAmount() {// 统计找食数等
        int leftfood = 0;
        for (int x = 0; x < ENV_WIDTH; x++)
            for (int y = 0; y < ENV_HEIGHT; y++)
                if (bricks[x][y] == Material.FOOD)
                    leftfood++;
        return FOOD_QTY - leftfood;
    }

    private String foodFoundCountText() {// 统计找食数等
        int foodFound = foodFoundAmount();
        int maxFound = 0;
        for (Frog f : frogs)
            if (f.ateFood > maxFound)
                maxFound = f.ateFood;
        return new StringBuilder("找食率:").append(format100.format(foodFound * 1.00 / FOOD_QTY)).append(", 平均: ").append(foodFound * 1.0f / FROG_PER_SCREEN).append("，最多:").append(maxFound).toString();
    }

    public static void checkIfPause(Frog f) {
        if (pause)
            do {
                if (f != null) {
                    Application.brainPic.drawBrainPicture(f);
                    Application.brainPic.requestFocus();
                }
                sleep(100);
            } while (pause);
    }

    public static void sleep(long millis) {
        try {
            Thread.sleep(millis);
        } catch (InterruptedException e) {
            e.printStackTrace();
        }
    }

    public void run() {
        EggTool.loadEggs(); // 从磁盘加载egg，或新建一批egg
        Image buffImg = createImage(this.getWidth(), this.getHeight());
        Graphics g = buffImg.getGraphics();
        long time0;// 计时用
        int round = 1;
        do {
            rebuildFrogs();
            for (int screen = 0; screen < SCREEN; screen++) {// 分屏测试，每屏FROG_PER_SCREEN个蛙
                time0 = System.currentTimeMillis();
                for (EnvObject thing : things) // 创建食物、陷阱等物体
                    thing.build();
                boolean allDead = false;
                Frog firstFrog = frogs.get(screen * FROG_PER_SCREEN);
                checkIfPause(firstFrog);
                for (int j = 0; j < FROG_PER_SCREEN; j++) {
                    Frog f = frogs.get(screen * FROG_PER_SCREEN + j);
                    f.initFrog(); // 初始化器官延迟到这一步，是因为脑细胞太占内存，而且当前屏测完后会清空
                }

                for (step = 0; step < STEPS_PER_ROUND; step++) {
                    for (EnvObject thing : things)// 调用食物、陷阱等物体的动作
                        thing.active(screen);
                    if (allDead)
                        break; // 青蛙全死光了就直接跳到下一轮,以节省时间
                    allDead = true;
                    for (int j = 0; j < FROG_PER_SCREEN; j++) {
                        Frog f = frogs.get(screen * FROG_PER_SCREEN + j);
                        if (f.active(this))
                            allDead = false;
                    }

                    if (SHOW_SPEED > 0 && step % SHOW_SPEED != 0) // 用画青蛙的方式来拖慢速度
                        continue;

                    if (SHOW_SPEED <= 1) // 如果speed小于0，人为加入延迟
                        sleep(5);

                    // 开始画青蛙
                    g.setColor(Color.white);
                    g.fillRect(0, 0, this.getWidth(), this.getHeight());
                    g.setColor(Color.BLACK);
                    drawWorld(g);
                    for (int j = 0; j < FROG_PER_SCREEN; j++) {
                        Frog f = frogs.get(screen * FROG_PER_SCREEN + j);
                        f.show(g);
                    }

                    if (firstFrog.alive) { // 开始显示第一个Frog的动态脑图
                        if (SHOW_FIRST_FROG_BRAIN) {
                            g.setColor(Color.red);
                            g.drawArc(firstFrog.x - 15, firstFrog.y - 15, 30, 30, 0, 360);
                            g.setColor(Color.BLACK);
                        }
                        if (DRAW_BRAIN_AFTER_STEPS > 0 && step % DRAW_BRAIN_AFTER_STEPS == 0)
                            Application.brainPic.drawBrainPicture(firstFrog);
                    }
                    Graphics g2 = this.getGraphics();
                    g2.drawImage(buffImg, 0, 0, this);
                }
                Application.brainPic.drawBrainPicture(firstFrog);
                for (int j = 0; j < FROG_PER_SCREEN; j++) {
                    Frog f = frogs.get(screen * FROG_PER_SCREEN + j);
                    f.cells = null; // 清空frog脑细胞所占用的内存
                }
                Application.mainFrame.setTitle(new StringBuilder("Round: ").append(round).append(", screen:").append(screen).append(", ").append(foodFoundCountText()).append(", 用时: ")
                        .append(System.currentTimeMillis() - time0).append("ms").toString());
                for (EnvObject thing : things)// 去除食物、陷阱等物体
                    thing.destory();
            }
            round++;
            EggTool.layEggs();
        } while (true);
    }

}
